Pixel-Composer/scripts/node_skew/node_skew.gml

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function Node_Skew(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Skew";
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inputs[0] = nodeValue_Surface("Surface in", self);
inputs[1] = nodeValue_Enum_Button("Axis", self, 0, ["x", "y"]);
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inputs[2] = nodeValue_Float("Strength", self, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] })
.setMappable(12);
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inputs[3] = nodeValue_Bool("Wrap", self, false);
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inputs[4] = nodeValue_Vector("Center", self, [0, 0] , { side_button : button(function() { centerAnchor(); })
.setIcon(THEME.anchor)
.setTooltip(__txt("Set to center")) });
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inputs[5] = nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ])
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.setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.");
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inputs[6] = nodeValue_Surface("Mask", self);
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inputs[7] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[8] = nodeValue_Bool("Active", self, true);
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active_index = 8;
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inputs[9] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(6); // inputs 10, 11
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[12] = nodeValueMap("Strength map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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input_display_list = [ 8, 9,
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["Surfaces", true], 0, 6, 7, 10, 11,
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["Skew", false], 1, 2, 12, 4,
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]
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
attribute_interpolation();
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static centerAnchor = function() { #region
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if(!is_surface(current_data[0])) return;
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var ww = surface_get_width_safe(current_data[0]);
var hh = surface_get_height_safe(current_data[0]);
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inputs[4].setValue([ww / 2, hh / 2]);
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} #endregion
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
PROCESSOR_OVERLAY_CHECK
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var _hov = false;
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var hv = inputs[4].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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} #endregion
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static step = function() { #region
__step_mask_modifier();
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inputs[2].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _samp = struct_try_get(attributes, "oversample");
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surface_set_shader(_outSurf, sh_skew);
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shader_set_interpolation(_data[0]);
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shader_set_dim("dimension", _data[0]);
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shader_set_2("center", _data[4]);
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shader_set_i("axis", _data[1]);
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shader_set_f_map("amount", _data[2], _data[12], inputs[2]);
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shader_set_i("sampleMode", _samp);
draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]);
_outSurf = channel_apply(_data[0], _outSurf, _data[9]);
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return _outSurf;
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} #endregion
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}